mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-22 20:02:48 +00:00
Added, Visual mode: added support for ROLLCENTER sprite rendering flag, updated ROLLSPRITE implementation.
Fixed, DECORATE support: the editor was unable to determine actor sprite when the actor itself had no sprites defined and the actor it inherited from was only defined in the game configuration. Fixed, Drag geometry modes: linedefs without both sides were removed after dragging them when "Replace with Dragged Geometry" mode was active. Updated ZDoom_DECORATE.cfg.
This commit is contained in:
parent
ec9c3a71f9
commit
13068b1137
6 changed files with 145 additions and 107 deletions
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@ -747,6 +747,12 @@ properties
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constants
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{
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//rendering
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FLATSPRITE;
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ROLLSPRITE;
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WALLSPRITE;
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DONTFLIP;
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ROLLCENTER;
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//pointers
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AAPTR_DEFAULT;
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AAPTR_NULL;
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@ -89,6 +89,7 @@ namespace CodeImp.DoomBuilder.Config
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//mxd. GZDoom rendering properties
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private ThingRenderMode rendermode;
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private bool rollsprite;
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private bool rollcenter;
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private bool dontflip;
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#endregion
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@ -129,6 +130,7 @@ namespace CodeImp.DoomBuilder.Config
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//mxd. GZDoom rendering properties
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public ThingRenderMode RenderMode { get { return rendermode; } }
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public bool RollSprite { get { return rollsprite; } }
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public bool RollCenter { get { return rollcenter; } }
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public bool DontFlip { get { return dontflip; } }
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#endregion
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@ -396,6 +398,7 @@ namespace CodeImp.DoomBuilder.Config
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this.rendermode = other.rendermode;
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this.dontflip = other.dontflip;
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this.rollsprite = other.rollsprite;
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this.rollcenter = other.rollcenter;
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// We have no destructor
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GC.SuppressFinalize(this);
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@ -460,13 +463,13 @@ namespace CodeImp.DoomBuilder.Config
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// Set sprite
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StateStructure.FrameInfo info = actor.FindSuitableSprite(); //mxd
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if(!locksprite && !string.IsNullOrEmpty(info.Sprite)) //mxd. Added locksprite property
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if(!locksprite && info != null) //mxd. Added locksprite property
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sprite = info.Sprite;
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else if(string.IsNullOrEmpty(sprite))//mxd
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sprite = DataManager.INTERNAL_PREFIX + "unknownthing";
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//mxd. Store dynamic light name
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lightname = info.LightName;
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lightname = (info != null ? info.LightName : string.Empty);
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//mxd. Create sprite frame
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this.spriteframe = new[] { new SpriteFrameInfo { Sprite = sprite, SpriteLongName = Lump.MakeLongName(sprite, true) } };
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@ -514,7 +517,7 @@ namespace CodeImp.DoomBuilder.Config
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}
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//mxd. BRIGHT
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this.bright = info.Bright || actor.GetFlagValue("bright", false);
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this.bright = (info != null && info.Bright) || actor.GetFlagValue("bright", false);
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// Safety
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if(this.radius < 4f || this.fixedsize) this.radius = THING_FIXED_SIZE;
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@ -528,7 +531,8 @@ namespace CodeImp.DoomBuilder.Config
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xybillboard = actor.GetFlagValue("forcexybillboard", false); //mxd
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//mxd. GZDoom rendering flags
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rollsprite = actor.GetFlagValue("rollsprite", false);
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rollsprite = actor.GetFlagValue("rollsprite", false);
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if(rollsprite) rollcenter = actor.GetFlagValue("rollcenter", false);
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if(actor.GetFlagValue("wallsprite", false)) rendermode = ThingRenderMode.WALLSPRITE;
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if(actor.GetFlagValue("flatsprite", false))
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{
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@ -3079,40 +3079,34 @@ namespace CodeImp.DoomBuilder.Map
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foreach(Linedef l in alllines)
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{
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// Remove line when it's start, center and end are inside a changed sector and neither side references it
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if(l.Start != null && l.End != null)
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if(l.Start != null && l.End != null
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&& (l.Front == null || !changedsectors.Contains(l.Front.Sector))
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&& (l.Back == null || !changedsectors.Contains(l.Back.Sector)))
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{
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if(l.Front == null && l.Back == null)
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foreach(Sector s in changedsectors)
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{
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l.Dispose();
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}
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else if((l.Front == null || !changedsectors.Contains(l.Front.Sector)) &&
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(l.Back == null || !changedsectors.Contains(l.Back.Sector)))
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{
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foreach(Sector s in changedsectors)
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if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint()))
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{
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if(s.Intersect(l.Start.Position) && s.Intersect(l.End.Position) && s.Intersect(l.GetCenterPoint()))
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Vertex[] tocheck = { l.Start, l.End };
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l.Dispose();
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foreach(Vertex v in tocheck)
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{
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Vertex[] tocheck = { l.Start, l.End };
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l.Dispose();
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foreach(Vertex v in tocheck)
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// If the newly created vertex only has 2 linedefs attached, then merge the linedefs
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if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v))
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{
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// If the newly created vertex only has 2 linedefs attached, then merge the linedefs
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if(!v.IsDisposed && v.Linedefs.Count == 2 && splitverts.Contains(v))
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{
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Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
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Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
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Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
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if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
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ld2.Dispose();
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Linedef ld1 = General.GetByIndex(v.Linedefs, 0);
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Linedef ld2 = General.GetByIndex(v.Linedefs, 1);
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Vertex v2 = (ld2.Start == v) ? ld2.End : ld2.Start;
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if(ld1.Start == v) ld1.SetStartVertex(v2); else ld1.SetEndVertex(v2);
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ld2.Dispose();
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// Trash vertex
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v.Dispose();
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}
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// Trash vertex
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v.Dispose();
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}
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break;
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}
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break;
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}
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}
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}
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@ -265,7 +265,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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}
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// This sets the vertices for the thing sprite
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protected void SetVertices(WorldVertex[][] verts/*, Plane floor, Plane ceiling*/)
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protected void SetVertices(WorldVertex[][] verts, Vector2D[] offsets/*, Plane floor, Plane ceiling*/)
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{
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// Copy vertices
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vertices = new WorldVertex[verts.Length][];
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@ -285,8 +285,23 @@ namespace CodeImp.DoomBuilder.VisualModes
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for(int c = 0; c < vertices.Length; c++)
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{
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if(triangles[c] < 2) continue;
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float localcenterz = vertices[c][1].z * 0.5f;
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Matrix transform, rotation;
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float centerx, centerz;
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// ROLLCENTER flag support
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if(info.RollSprite && info.RollCenter && thing.Roll != 0)
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{
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// Rotate around sprite center
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centerx = offsets[c].x;
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centerz = vertices[c][1].z * 0.5f - offsets[c].y;
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}
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else
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{
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// Sprite center is already where it needs to be
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centerx = 0f;
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centerz = 0f;
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}
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switch(thing.RenderMode)
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{
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@ -296,9 +311,35 @@ namespace CodeImp.DoomBuilder.VisualModes
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// Actor becomes a flat sprite which can be tilted with the use of the Pitch actor property.
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case ThingRenderMode.FLATSPRITE:
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rotation = (info.RollSprite ? Matrix.RotationY(-thing.RollRad) * Matrix.RotationX(thing.PitchRad) : Matrix.RotationX(thing.PitchRad))
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* Matrix.RotationZ(thing.Angle);
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transform = Matrix.Translation(0f, 0f, -localcenterz) * rotation * Matrix.Translation(0f, 0f, localcenterz);
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transform = Matrix.Identity;
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// Apply roll
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if(info.RollSprite && thing.Roll != 0)
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{
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if(info.RollCenter)
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{
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rotation = Matrix.RotationY(-thing.RollRad);
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transform = Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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}
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else
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{
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// Sprite center is already where it needs to be
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transform = Matrix.RotationY(-thing.RollRad);
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}
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}
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// Pitch should be performed from the center of the sprite regardless of ROLLCENTER flag...
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if(thing.Pitch != 0)
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{
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float localcenterz = vertices[c][1].z * 0.5f;
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rotation = Matrix.RotationX(-thing.PitchRad);
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transform *= Matrix.Translation(0f, 0f, -localcenterz) * rotation * Matrix.Translation(0f, 0f, localcenterz);
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}
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// Add thing angle into the mix
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transform *= Matrix.RotationZ(thing.Angle);
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// Apply transform
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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@ -310,8 +351,21 @@ namespace CodeImp.DoomBuilder.VisualModes
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// Similar to FLATSPRITE but is not affected by pitch.
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case ThingRenderMode.WALLSPRITE:
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rotation = (info.RollSprite ? Matrix.RotationY(-thing.RollRad) * Matrix.RotationZ(thing.Angle) : Matrix.RotationZ(thing.Angle));
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transform = Matrix.Translation(0f, 0f, -localcenterz) * rotation * Matrix.Translation(0f, 0f, localcenterz);
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// Apply sprite roll?
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if(info.RollSprite && thing.Roll != 0)
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{
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rotation = Matrix.RotationY(-thing.RollRad) * Matrix.RotationZ(thing.Angle);
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if(info.RollCenter)
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transform = Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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else
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transform = rotation; // Sprite center is already where it needs to be
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}
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else
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{
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transform = Matrix.RotationZ(thing.Angle);
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}
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// Apply transform
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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}
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break;
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// Some old GLOOME stuff
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#region Some old GLOOME FLOOR_SPRITE/CEILING_SPRITE support code
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/*case Thing.SpriteRenderMode.FLOOR_SPRITE:
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Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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}
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}
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break;*/
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#endregion
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case ThingRenderMode.NORMAL:
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if(info.RollSprite)
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if(info.RollSprite && thing.Roll != 0)
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{
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transform = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(-thing.RollRad) * Matrix.Translation(0f, 0f, localcenterz);
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rotation = Matrix.RotationY(-thing.RollRad);
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if(info.RollCenter)
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transform = Matrix.Translation(-centerx, -centerx, -centerz) * rotation * Matrix.Translation(centerx, centerx, centerz);
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else
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transform = rotation; // Sprite center is already where it needs to be
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// Apply transform
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for(int i = 0; i < vertices[c].Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
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@ -515,7 +576,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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if(Thing.IsDirectional)
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{
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Matrix transform = Matrix.Scaling(thing.Size, thing.Size, thing.Size)
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* (Matrix.RotationY(-Thing.RollRad) * Matrix.RotationX(Thing.PitchRad) * Matrix.RotationZ(Thing.Angle))
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* (Matrix.RotationY(-Thing.RollRad) * Matrix.RotationX(-Thing.PitchRad) * Matrix.RotationZ(Thing.Angle))
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* (sizeless ? position : position * Matrix.Translation(0.0f, 0.0f, thingheight / 2f));
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WorldVertex a0 = new WorldVertex(Vector3D.Transform(0.0f, 0.0f, 0.0f, transform)); //start
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@ -31,7 +31,7 @@ namespace CodeImp.DoomBuilder.ZDoom
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{
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#region ================== Constants
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//private readonly string[] SPRITE_POSTFIXES = new[] {"2C8", "2D8", "2A8", "2B8", "1C1", "1D1", "1A1", "1B1", "A2", "A1", "A0", "2", "1", "0" };
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private readonly string[] SPRITE_CHECK_STATES = { "idle", "see", "inactive", "spawn" }; //mxd
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internal const string ACTOR_CLASS_SPECIAL_TOKENS = ":{}\n;,"; //mxd
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#endregion
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@ -476,7 +476,7 @@ namespace CodeImp.DoomBuilder.ZDoom
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{
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//states
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if(states.Count == 0 && !string.IsNullOrEmpty(ti.Value.Sprite))
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states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 4)));
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states.Add("spawn", new StateStructure(ti.Value.Sprite.Substring(0, 5)));
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//flags
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if(ti.Value.Hangs && !flags.ContainsKey("spawnceiling"))
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@ -668,8 +668,7 @@ namespace CodeImp.DoomBuilder.ZDoom
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/// </summary>
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public StateStructure.FrameInfo FindSuitableSprite()
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{
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StateStructure.FrameInfo result = new StateStructure.FrameInfo(); //mxd
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// Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame() - mxd
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// Sprite forced?
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if(HasPropertyWithValue("$sprite"))
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{
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@ -677,65 +676,32 @@ namespace CodeImp.DoomBuilder.ZDoom
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//mxd. Valid when internal or exists
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if(sprite.StartsWith(DataManager.INTERNAL_PREFIX, StringComparison.OrdinalIgnoreCase) || General.Map.Data.GetSpriteExists(sprite))
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{
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result.Sprite = sprite;
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return result;
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}
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return new StateStructure.FrameInfo { Sprite = sprite };
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//mxd. Bitch and moan
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General.ErrorLogger.Add(ErrorType.Warning, "DECORATE warning in " + classname + ":" + doomednum + ". The sprite \"" + sprite + "\" assigned by the \"$sprite\" property does not exist.");
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}
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// Try the idle state
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if(HasState("idle"))
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//mxd. Try to get a suitable sprite from our hardcoded states list
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foreach(string state in SPRITE_CHECK_STATES)
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{
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StateStructure s = GetState("idle");
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if(!HasState(state)) continue;
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StateStructure s = GetState(state);
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StateStructure.FrameInfo info = s.GetSprite(0);
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if(!string.IsNullOrEmpty(info.Sprite)) result = info;
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}
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// Try the see state
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if(string.IsNullOrEmpty(result.Sprite) && HasState("see"))
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{
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StateStructure s = GetState("see");
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StateStructure.FrameInfo info = s.GetSprite(0);
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if(!string.IsNullOrEmpty(info.Sprite)) result = info;
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}
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// Try the inactive state
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if(string.IsNullOrEmpty(result.Sprite) && HasState("inactive"))
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{
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StateStructure s = GetState("inactive");
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StateStructure.FrameInfo info = s.GetSprite(0);
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if(!string.IsNullOrEmpty(info.Sprite)) result = info;
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}
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// Try the spawn state
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if(string.IsNullOrEmpty(result.Sprite) && HasState("spawn"))
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{
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StateStructure s = GetState("spawn");
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StateStructure.FrameInfo info = s.GetSprite(0);
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if(!string.IsNullOrEmpty(info.Sprite)) result = info;
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if(!string.IsNullOrEmpty(info.Sprite)) return info;
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}
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// Still no sprite found? then just pick the first we can find
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if(string.IsNullOrEmpty(result.Sprite))
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Dictionary<string, StateStructure> list = GetAllStates();
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foreach(StateStructure s in list.Values)
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{
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Dictionary<string, StateStructure> list = GetAllStates();
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foreach(StateStructure s in list.Values)
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{
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StateStructure.FrameInfo info = s.GetSprite(0);
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if(!string.IsNullOrEmpty(info.Sprite))
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{
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result = info;
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break;
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}
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}
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StateStructure.FrameInfo info = s.GetSprite(0);
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if(!string.IsNullOrEmpty(info.Sprite)) return info;
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}
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//mxd. We've found something. Or not...
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//Info: actual sprites are resolved in ThingTypeInfo.SetupSpriteFrame()
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return result;
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//mxd. No dice...
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return null;
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}
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#endregion
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@ -275,19 +275,19 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//mxd. Create verts for all sprite angles
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WorldVertex[][] allverts = new WorldVertex[info.SpriteFrame.Length][];
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Vector2D[] alloffsets = new Vector2D[info.SpriteFrame.Length];
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base.textures = new ImageData[info.SpriteFrame.Length];
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isloaded = true;
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for(int i = 0; i < sprites.Length; i++)
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{
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Vector2D offsets = new Vector2D();
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// Check if the texture is loaded
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ImageData sprite = sprites[i];
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sprite.LoadImage();
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if(sprite.IsImageLoaded)
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{
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float offsetx = 0.0f;
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float offsety = 0.0f;
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base.textures[i] = sprite;
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// Determine sprite size and offset
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@ -296,16 +296,16 @@ namespace CodeImp.DoomBuilder.BuilderModes
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ISpriteImage spriteimg = sprite as ISpriteImage;
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if(spriteimg != null)
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{
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offsetx = radius - spriteimg.OffsetX;
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offsety = spriteimg.OffsetY - height;
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offsets.x = radius - spriteimg.OffsetX;
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offsets.y = spriteimg.OffsetY - height;
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}
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// Scale by thing type/actor scale
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// We do this after the offset x/y determination above, because that is entirely in sprite pixels space
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radius *= info.SpriteScale.Width;
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||||
height *= info.SpriteScale.Height;
|
||||
offsetx *= info.SpriteScale.Width;
|
||||
offsety *= info.SpriteScale.Height;
|
||||
offsets.x *= info.SpriteScale.Width;
|
||||
offsets.y *= info.SpriteScale.Height;
|
||||
|
||||
// Make vertices
|
||||
WorldVertex[] verts = new WorldVertex[6];
|
||||
|
@ -317,21 +317,21 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(sizeless) //mxd
|
||||
{
|
||||
float hh = height / 2;
|
||||
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, offsety - hh, sectorcolor, ul, 1.0f);
|
||||
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, hh + offsety, sectorcolor, ul, 0.0f);
|
||||
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, hh + offsety, sectorcolor, ur, 0.0f);
|
||||
verts[0] = new WorldVertex(-radius + offsets.x, 0.0f, offsets.y - hh, sectorcolor, ul, 1.0f);
|
||||
verts[1] = new WorldVertex(-radius + offsets.x, 0.0f, hh + offsets.y, sectorcolor, ul, 0.0f);
|
||||
verts[2] = new WorldVertex(+radius + offsets.x, 0.0f, hh + offsets.y, sectorcolor, ur, 0.0f);
|
||||
verts[3] = verts[0];
|
||||
verts[4] = verts[2];
|
||||
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, offsety - hh, sectorcolor, ur, 1.0f);
|
||||
verts[5] = new WorldVertex(+radius + offsets.x, 0.0f, offsets.y - hh, sectorcolor, ur, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
verts[0] = new WorldVertex(-radius + offsetx, 0.0f, offsety, sectorcolor, ul, 1.0f);
|
||||
verts[1] = new WorldVertex(-radius + offsetx, 0.0f, height + offsety, sectorcolor, ul, 0.0f);
|
||||
verts[2] = new WorldVertex(+radius + offsetx, 0.0f, height + offsety, sectorcolor, ur, 0.0f);
|
||||
verts[0] = new WorldVertex(-radius + offsets.x, 0.0f, offsets.y, sectorcolor, ul, 1.0f);
|
||||
verts[1] = new WorldVertex(-radius + offsets.x, 0.0f, height + offsets.y, sectorcolor, ul, 0.0f);
|
||||
verts[2] = new WorldVertex(+radius + offsets.x, 0.0f, height + offsets.y, sectorcolor, ur, 0.0f);
|
||||
verts[3] = verts[0];
|
||||
verts[4] = verts[2];
|
||||
verts[5] = new WorldVertex(+radius + offsetx, 0.0f, offsety, sectorcolor, ur, 1.0f);
|
||||
verts[5] = new WorldVertex(+radius + offsets.x, 0.0f, offsets.y, sectorcolor, ur, 1.0f);
|
||||
}
|
||||
allverts[i] = verts;
|
||||
}
|
||||
|
@ -344,6 +344,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
float radius = Math.Min(thingradius, thingheight / 2f);
|
||||
float height = Math.Min(thingradius * 2f, thingheight);
|
||||
|
||||
//mxd. Determine sprite offsets
|
||||
offsets.x = radius;
|
||||
offsets.y = height / 2;
|
||||
|
||||
// Make vertices
|
||||
WorldVertex[] verts = new WorldVertex[6];
|
||||
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor, 0.0f, 1.0f);
|
||||
|
@ -354,10 +358,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor, 1.0f, 1.0f);
|
||||
allverts[i] = verts;
|
||||
}
|
||||
|
||||
//mxd. Store offsets
|
||||
alloffsets[i] = offsets;
|
||||
}
|
||||
|
||||
//mxd
|
||||
SetVertices(allverts/*, floor, ceiling*/);
|
||||
SetVertices(allverts, alloffsets/*, floor, ceiling*/);
|
||||
|
||||
// Determine position
|
||||
Vector3D pos = Thing.Position;
|
||||
|
|
Loading…
Reference in a new issue